现在页面加载后,我现在有了下面的代码,我希望多维数据集缩小并停止..我该怎么做..我是3js的新手,所以不知道..我希望它从一个小多维数据集开始,来你一个大立方体,停下来
<script>
//var resultlabel = (document.getElementById('resultvalue').innerHTML);
//if (resultlabel == 0) {
var container
var camera, controls, scene, renderer;
var objects = [];
var plane = new THREE.Plane();
var raycaster = new THREE.Raycaster();
var mouse = new THREE.Vector2(),
offset = new THREE.Vector3(),
intersection = new THREE.Vector3(),
INTERSECTED, SELECTED;
init();
animate();
function init() {
container = document.getElementById('canvas1');
camera = new THREE.PerspectiveCamera(70, container.offsetWidth / container.offsetHeight, 1, 10000);
//camera.position.z = 2000;
camera.position.set(3000, 3000, 3000);
//camera.position.set(1000, 1000, 1000);
controls = new THREE.TrackballControls(camera, container); //**
controls.rotateSpeed = 1.0;
controls.zoomSpeed = 1.2;
controls.panSpeed = 0.8;
controls.noZoom = false;
controls.noPan = false;
controls.staticMoving = true;
controls.dynamicDampingFactor = 0.3;
scene = new THREE.Scene();
var directionalLight = new THREE.DirectionalLight(0x505050);
scene.add(directionalLight);
//var resultlabel = (document.getElementById('resultvalue').innerHTML);
//if (resultlabel == 0) {
var geometry = new THREE.BoxGeometry(500, 500, 500);
var ax = ay = az = 0;
for (var i = 0; i < 1; i++) {
var object = new THREE.Mesh(geometry, new THREE.MeshLambertMaterial({ ambient: 0xffffff, map: THREE.ImageUtils.loadTexture('/imgs/12.jpg') }));
object.position.x = ax;
object.position.y = ay;
object.position.z = az;
object.scale.x = 2;
object.scale.y = 2;
object.scale.z = 2;
scene.add(object);
light = new THREE.DirectionalLight(0x666699);
light.position.set(0, 1, 0);
scene.add(light);
light = new THREE.DirectionalLight(0x666699);
light.position.set(0, -1, 0);
scene.add(light);
//back
light = new THREE.DirectionalLight(0x666699);
light.position.set(1, 0, 0);
scene.add(light);
// front
light = new THREE.DirectionalLight(0x666699);
light.position.set(-1, 0, 0);
scene.add(light);
//right
light = new THREE.DirectionalLight(0x666699);
light.position.set(0, 0, 1);
scene.add(light);
//left
light = new THREE.DirectionalLight(0x666699);
light.position.set(0, 0, -1);
scene.add(light);
objects.push(object);
}
var material = new THREE.MeshPhongMaterial({ map: THREE.ImageUtils.loadTexture('/1.png') });
var mesh = new THREE.Mesh(geometry, material);
scene.add(mesh);
renderer = new THREE.WebGLRenderer({ antialias: true });
renderer.setClearColor(0xf0f0f0);
renderer.setPixelRatio(container.devicePixelRatio);
renderer.setSize(container.offsetWidth - 4, container.offsetHeight - 4);
renderer.sortObjects = false;
renderer.shadowMap.enabled = true;
renderer.shadowMap.type = THREE.PCFShadowMap;
container.appendChild(renderer.domElement);
stats = new Stats();
container.appendChild(stats.dom);
window.addEventListener('resize', onWindowResize, false);
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(window.innerWidth, window.innerHeight);
}
function animate() {
requestAnimationFrame(animate);
render();
stats.update();
}
function render() {
controls.update();
renderer.render(scene, camera);
}
最佳答案
您可以使用THREE.Vector3.lerp来获得平滑的动画。
声明一个vector3,您要将相机放在哪里:
var destPosition = new THREE.Vector3(1000,1000,1000);
并在动画循环中编写:
camera.position = camera.position.lerp(destPosition, alpha);
其中alpha是介于0和1之间的值,并确定相机将在每个循环中移动多远。
这是使它运行并有一些缺陷的快速技巧,就像您永远无法真正到达destPosition一样(非常非常接近)。阅读线性插值以加深了解。祝好运!
关于javascript - 使用此javascript多维数据集功能放大页面加载时的多维数据集,我们在Stack Overflow上找到一个类似的问题:https://stackoverflow.com/questions/41361922/